It depends. Most of the isometric RPGs that came out in the 90's had better storylines. The problem actually comes from voice-acting. It costs way too much to monetarily, time-wise, and in data to voice act branching stories. That's one example, but having hundreds of people working on the same piece of art has it's own problems.
Add on the recent additions of micro-transactions. I would recommend you look at the Gold Bar rate in Red Dead Redemption 2. I dont know if it's changed since release, but "predatory" is a word i would use to describe it. Anyone with kids should be aware of what games they are playing, and how much those games rely on microtransactions and/or lootboxes. Kids are kids. They make bad choices. They see that their best-friend has the newest dance on Fortnite, and is jealous enough to sneak out his dad's credit card. It's only 5 bucks, he wont notice. That's how it starts. The AAA gaming industry is currently built on kids with gambling addictions. Your son can't help themselves from wanting that newest skin, so he can show it off when he post's his wins to social media. Winning is winning, but winning with style is better. Then throw in loot boxes. A lot of these games, you can buy what exactly you want. You have to buy the lootboxes, and hope it's a winner. If i were a parent, i would be far more worried about these predatory practices, than any story or message the game coveys through it's plot or gameplay.
I totally disagree. Stories in games are far better now, at least the good games. Gaming is much bigger and games make more money so the cost of VO isn't prohibitive. Detroit: Become Human has a ton of branching pathways and is 100% voice acted. Same goes for a ton of other games. Until Dawn had a ton of branching paths and was 100% voice acted with known celebraties, including Oscar nominated Rami Malik.
Games are not afraid no to tackle difficult subject matter either, beyond the typical save the world plot of older games. With absolutely zero voice acting and antiquated 8-bit graphics, Celeste tells a very cool story because it's in large part about mental illness, especially extreme anxiety and depression. Hellblade deals with Scizophrenia by putting you in control of a Schizophrenic as you hear the voices in your head helping or tormenting you. You don't have a HUD, but instead have to rely on the voices in your head to tell you where enemies are, solve puzzles, etc.
The realism of the graphics and maturity of story helps with the immersion too. There is not a single piece of media (games, movies, books, music) that had me more emotionally invested than the Last of Us, a fully VO'd game that came out 5 1/2 years ago. Near the end of the game, one of the two main characters was potentially in danger. Playing as the other character, I tore through that section with reckless abandon because of the bond that formed in my mind with this fictional character based on the trauma we had experienced together earlier in the game. The rational part of my seasoned video game mind knew there was no ticking clock, no indication of a time limit and I could take my time through the section. I had slowly stealthed through the entire game. I could have gotten the same result doing so now. But the part of my brain that was invested in the story was shouting "I'll kill them, all. Every god damn last one of them will pay if they lay a single finger on...." and had to get there as quickly as possible. That level of investment absolutely could not happen for me with a 90's text based RPG.
Also, while there is a predatory side to games with loot boxes, there is a positive side as well. Look at what Microsoft is doing with adaptive controllers to allow disabled kids the chance to play games and feel normal. That is not a money-maker AT ALL for them, yet they spent an incredible amount to figure out the technology for a relatively small market. Or this
Forbes article on how game companies, many of whom rely on micro-transactions, give back to charity.
Games are a ton more expensive to make today, yet they have actually gone down in price when you account for inflation. So companies are absolutely trying to squeeze profit from their customers, and often times it is sleazy. Its not right, but its not inherently evil either. It happens in every business, not just games. Is it worse than facebook using your personal info for targeted advertising to generate more ad revenue? What about recurring gym memberships that are extremely difficult to cancel (websites, magazines, gym memberships)? Games get a bad rap though, but its a lazy narrative that only looks at one side of a multi-faceted situation.